Re: analysis pass question
Re: analysis pass question
- Subject: Re: analysis pass question
- From: Darrin Cardani <email@hidden>
- Date: Mon, 11 Sep 2017 15:53:35 -0700
Bummer. OK, then, please file a Radar about that, as well.
Darrin
> On Sep 11, 2017, at 3:50 PM, Peter Litwinowicz <email@hidden> wrote:
>
> However, if you create your context in the same share group as one that
> we hand you, then any textures we create in our context should be available
> in yours. I
>
> I actually store all the OpenGL contexts you use as current contexts when you
> call RenderOutput. Stored 6 of them actually. Tried using each one I had on
> my list, no go.
> Pete
>
> From: Darrin Cardani <email@hidden <mailto:email@hidden>>
> Date: Monday, September 11, 2017 at 3:46 PM
> To: Peter Litwinowicz <email@hidden <mailto:email@hidden>>
> Cc: <email@hidden <mailto:email@hidden>>
> Subject: Re: analysis pass question
>
> Pete,
>
> Yes, at some point we have to create the texture and we need an OpenGL
> context for that. We will choose one that we’ve created. However, if you
> create your context in the same share group as one that we hand you, then any
> textures we create in our context should be available in yours. I didn’t
> think about that aspect before, so sorry for not mentioning it sooner.
>
> BTW, I would love to add an analysis API to FxPlug. As always, I recommend
> writing up a Radar detailing what you would want that to look like. Several
> developers have expressed interest in such an API, so I think it’s more
> likely to get consideration from above. (And if anyone else reading this is
> interested in such an API, please also file a Radar about it!)
>
> Darrin
>
>> On Sep 11, 2017, at 2:33 PM, Peter Litwinowicz <email@hidden
>> <mailto:email@hidden>> wrote:
>>
>> Yeah, I'm giving up on this one. ;-(
>>
>> I tried setting to every openGL context I've seen (I see up to 6 that
>> FCP/Motion sets before renderOutput is called… I have 2 GPUs on a dual D700
>> Mac Pro). No luck.
>>
>> Setting it to one I've made doesn't seem very likely to work Darrin. It
>> seems that the engine down deep is selecting one, not choosing the current
>> openGL context. Can you verify?
>> Pete
>>
>>
>> From: Roman Kudinov <email@hidden
>> <mailto:email@hidden>>
>> Date: Sunday, September 10, 2017 at 12:30 AM
>> To: <email@hidden <mailto:email@hidden>>,
>> Peter Litwinowicz <email@hidden <mailto:email@hidden>>, Darrin
>> Cardani <email@hidden <mailto:email@hidden>>
>> Subject: Re: analysis pass question
>>
>> Peter, Darrin,
>>
>> I used to experience exactly the same problem. I tried to create OpenGL
>> context in a working thread, but [... getInputTexture] failed (don't
>> remember exactly either with an error code or with empty black textures)
>> all the same. I also tried to use shared OpenGL contexts, but I'm not
>> experienced with it and I don't know either it doesn't work or I just
>> used them incorrectly.
>>
>> Anyway I stopped trying cause my processing is written using OpenCL
>> through OpenCV and it doesn't support multiple contexts which is
>> required by plugins workflow. So I ended up with using [... getBitmap]
>> method.
>>
>> However if you succeed some way with this, please let me know. Probably
>> it is a matter of using shared contexts or setting context properly.
>>
>>> Pete,
>>>
>>> Yeah, I can see the dilemma you’re facing. Can you create your own OpenGL
>>> context before calling into the temporal image API? If you do, what happens?
>>>
>>> Darrin
>>>
>>>> On Sep 8, 2017, at 2:08 PM, Peter Litwinowicz <email@hidden
>>>> <mailto:email@hidden>> wrote:
>>>>
>>>> Hey Darrin, et al.,
>>>>
>>>> So I'm writing a plugin that is doing an analysis pass on a sequence. I
>>>> do this in response to a user clicking a UI button in our plug-in
>>>> interface.
>>>>
>>>> When I get CPU memory images using [FxTemporalImageAPI getBitmap]
>>>> everything works just fine.
>>>>
>>>> However, if I try to get GPU texture, using [FxTemporalImageAPI
>>>> getInputTexture], then I can't get the bits because the current OpenGL
>>>> context is not set up. If I call [FxTexture textureID] and [FxTexture
>>>> getTextureCoords], etc. I get the proper values. Calling –bind or –enable
>>>> doesn't work either.
>>>>
>>>> Darrin, is there a way I can successfully use GPU textures if I'm not in
>>>> –renderOutput? I presume I would need the OpenGL context and set the
>>>> current context to that, but that is not something I've been able to
>>>> successfully retrieve.
>>>>
>>>> Pete
>>>>
>>>>
>>>>
>>>
>>
>>
>
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